Role Rules¶
Rule C1: Mindshielded roles¶
Mindshielded roles (which includes all of command and security) are given much less leeway when it comes to roleplay and escalation. As command or security you are a "light" dungeon master, and your actions can shape the course of the round for many other players. Be responsible.
- As per the mindshield's ingame description your mindshielded character must have unquestioned devotion to Nanotrasen.
- Your character is presumed to be sane, competent in their duties and able to make decisions to the benefit of the station. You are roleplaying someone working a job, your character wouldn't have been hired to do it if they weren't fit for the job.
- Giving away traitor objective items and sensitive equipment should be seen as a last resort to these roles. Your character should value them deeply, no matter their actual value.
- Leeway can be given in extreme circumstances of emergency/crisis.
Unlike most other roles, your command/security characters are required to know and follow Quantum Blue Space Law, Standard Operating Procedure and Alert Procedure with good intent.
Circumstances may appear where violating these documents is accidental or unavoidable. This is appropriate as long as they are making an effort to roleplay and follow the documents to the best of their known ability.
Rule C1.1: Command guidelines¶
As a command member you are expected to command your department first and foremost. Do not pick command roles with the intention of playing a department only with more toys and privileges. You WILL get in trouble for this.
- Heads of departments are expected to pay attention to communications to the best of their ability. It's understandable to not be able to keep up through a chaotic shift, but you should always be prioritizing communication over direct work.
- As the head of your department you must try to delegate tasks and solve disputes to the best of your ability. A head of security must, for example, be ready to delegate tasks to officers or groups of officers as new issues show up. Remember that your role is commanding and leading.
- While the head of personnel is the main venue for hiring new workers and assigning new jobs, the heads of any department are allowed and encouraged to promote and demote staff as needed. Remember that you have an ID console in your office!
- As a head of a department you are also expected to try to point acting positions to crucial roles in case of their absence. For example, the CMO should try to promote a medical doctor or paramedic to chemist if they don't already have one. Doing those jobs yourself should be left to a last resort.
- Heads of departments are expected to report criminal activity and cooperate with law enforcement when possible.
- Head of departments are however NOT allowed to valid-hunt and go out of their way to assist security. This will get you in trouble.
- This also applies to captains. Even as the captain, you are explicitly forbidden to "frontline" against antagonists. You are a commander and leader, not a soldier.
- If you need to leave the round, try to promote somebody to an acting head position if possible. If not, notify the rest of command as well as your department prior to entering cryo.
Rule C1.2: Security guidelines¶
As a security member you are held to the highest level of scrutiny over matters of space law. Space law isn't normally matter of admin intervention, but not following it as a member of security will get you in trouble.
- Security personnel are still expected to roleplay a believable character. Just because your job is to oppose antagonists doesn't mean you're allowed to forego roleplaying in favor of winning. Roleplaying should still be your priority, ALWAYS.
- Even as a member of security, you must follow alert procedure chain of command. Meaning for example: During code violet you are to follow the CMO's orders before the HoS's own.
- Members of security are to follow server rules of escalation very strictly. Engaging a target without escalating will get you rolebanned.
If you have any questions or concerns, please ask an admin via the AHelp (F1) chat.
Rule C2: Station AI¶
Despite being subject to all the same rules as other silicons (as listed in the silicon rules category), Station AIs are held closer to standards of a dungeon master than a regular silicon role.
The stipulations in this rule apply both to a crew-aligned standard Station AI, as well as any that may get converted to antagonist via ion storms or other forms of law changes.
As the Station AI you control many devices on the station and in many ways have similar responsibilities and capabilities as the Captain. Leeway is given about following silicon rules if it's in favor of fun and a better round for everyone. This effectively means taking into account standard escalation rules even if your laws technically allow you to skip them.
- This means a subverted AI must have some restraint even if their lawset allows for extreme measures. For example: Being given the Syndicate lawset may allow you to severely cripple Security unprompted, but you may prefer to follow standard escalation rules for the good of everyone involved.
- A subverted AI is however allowed to escalate their actions to the current situation of the station. For example: You have the Antimov lawset, and either the entire station is collapsing or known Nuclear Operatives are raiding the station. In this situation you are allowed to act out your lawset to its fullest extent.
- As the Station AI, your responsibilities with Cyborgs is similar to department heads' and their staff. This means you are expected to communicate with your Cyborgs and delegate tasks before doing any yourself.
Despite your capabilities as the Station AI, it's important to remember that you are one of many players, and unless the entire gimmick of your lawsets revolves around it, you should avoid doing crew members' jobs in their place without request or explicit permission.
- For example: If Engineering personnel is currently dealing with a gas leak or similar station integrity issue, avoid bolting doors or otherwise interfering without communication first.
- Another example: If you witness a crime, report it to Security personnel and avoid marking their criminal status yourself. Keep to your lane and assist security, not do their job for them.
Station AIs are also expected not to valid-hunt or otherwise powergame.
- Valid-hunting as the Station AI can involve being paranoid about threats under code green, stalking individuals suspicious of a crime without proper request from security to do so, bolting doors without reason, etc.
- Exceptions to this can involve for example trying to bolt doors to prevent a criminal fleeing from security from escaping, blocking in a criminal after spotting a break-in or murder while waiting for security to arrive, or stopping known Nuclear Operatives to the best of your ability.
- Do note that shocking doors and similar lethal methods can harm many crew members and for most benign lawsets they should be seen as a last resort.
- Preemptively activating turrets and bolting doors without a known, significant threat (whether in the AI Satellite or elsewhere) is considered powergaming.
If you have any questions or concerns, please ask an admin via the AHelp (F1) chat.
Rule C3: Antagonist guidelines¶
Being an antagonist does not allow you to stop playing a character. Determine how your character would react to being given these objectives, and work through it accordingly.
- Being an antagonist doesn't exempt you from rule 0. You are allowed to find any way to complete your objectives so long as you're not ruining the round for others. This isn't a competitive game, it's a roleplaying game and considering other people's fun is part of it.
- Antagonists are free to complete their objectives through committing proportional damage. Through roleplay, damage becomes proportional. Example: Holding the singulo hostage for a theft objective is acceptable, while simply singuloosing without escalation is not.
- Round removing players unrelated to your immediate objective should always be avoided. Crew that do not make an attempt at self preservation, or engage in valid-hunting, are exempt from this.
- Round-ending or extremely high impact antagonists such as Nuclear Operatives, Initial Infected and Die a Glorious Death traitors are exempt from this.
- You should not abuse the power of your role to grief other players. For example, a ninja using their abilities to play "you can't catch me!" with security, completely foregoing the roleplay role of a stealthy ninja, is blatantly against the rules.
- Similarly, abusing the lack of security (especially at lowpop) to "take over" the station or run around blatantly committing crimes will not be tolerated.
- Other antagonists are not necessarily your friends. Unless explicitly a group antagonist (replicators, nuclear operatives, conspirators, etc), other antagonists may kill or steal from you for their own advantage.
- Team antagonists must never turn on each other, barring exceptionally rare roleplay exceptions.
- No antagonist may loiter or camp around arrivals or cryosleep areas of the station for the purposes of antagonist action towards newly-spawning players.
- Antagonists should not seek to extend the length of the round unreasonably, where possible.
- This includes repeatedly recalling the evac shuttle in order to complete their objectives.
- Antagonists may not bring the round to a close without in-character or objective-related justification as a result of their antagonistic action. While this is largely subjective and not all actions will always cause command to call for evac, antagonists should avoid engaging in potentially round-ending behavior without reason.
- Any sabotage of critical station infrastructure (power production, cargo operations, armory contents) is covered by this rule.
If you have any questions or concerns, please ask an admin via the AHelp (F1) chat.